If you want fireball to be even more useful, play an Order of Scribes Wizard and learn spells of different damage types so that you can alter the damage type of Fireball to a more practical damage type.
Bludgeoning (available via Erupting Earth or Tidal Wave) is the strongest option, as statistically speaking Magical Bludgeoning is the least resisted damage type. Which is much better than what Sorcerers have access to with Transmute spell, since Transmute Spell costs a resource and has a limited pool of damage types.
@@kongoaurius Metamagic cost resources Order of scribes only require if you have said spell on the book(Not prepared, just in the book) and is at the same level as the spell thats casted(Including upcasting) Order of scribes is the best utility Wizard
I was missing the lower level bread and butter: -Sleep: end most level 1 combat encounters instantly -Find familar: the scouting, advantage from help and passive perception of an owl, not to talk about an living trap detector -Web: very low level shutdown spell with a great condition in a wide area of effect -Silvery barbs/Shield: I decide I do not die today
How did both you AND the video maker forget about heat metal? Am I going crazy? A spell with basically no way to stop it once it's cast that renders the target's armour or weapon into an object that causes constant damage to them (unless they're immune to fire damage) so long as they're touching it, either causing unavoidable damage with no save or forcing them to choose between having their weapon and not taking passive damage each turn.
@@Xokoy Its great, however only if it has metal armor, which is less than 1/5th of enemy's, and while metal weapons are more common, they can often be dropped, with even bandits and the like having a backup weapon in a ranged option. In which case dropping concentration means that they can pick it back up, and it prevents less than 1 dpr, and did 2d8 once for a second level slot. Its good if it works, crazy good, yet it works so rarely that preparing it is often a waste, similarly to protection from good and evil, purify food an drink that kind of thing. Also I am a wizard main, so I do not think about druid spells that much.
I think you missed Pass Without Trace. Having your whole party getting a +10 to stealth and getting the whole party surprise round is better than Fireball. So is spirit Guardians.
Spirit guardians is arguably one of the best spells in the game period. But he's notoriously bad at making lists so, by now people should understand not to take these too seriously
@@randomcatname7792 Holy i forgot Spirit Guardians exist But yeah screw Banishment when you can just Spirit Guardian or Pass Without Trace And Fear is underrated
@@davidwilfand916 I would argue against that as they are designed to do different things. Banishment has no counter other than the initial save. Forcecage cannot prevent every attempt teleporting out of it. Fireball is a blast spell designed to kill. Other than forcecage it takes care of a problem for a longer time than it.
@@RenoKyrie Fear is literally the only spell of the enchantment school that has an impact on charmed/fear immune creatures. And via fey wanderer it is part of the fear relock combo as presented by trentmonktemple
@@aetherwolf9288 Agree about fireball and animate objects. Rope trick and Pass without trace are incredible. Disagree about banishment because of LR. It’s a great spell but not Top 10 in the game
In a campaign, I got the deck of many things, and an ally drew from it and got the moon card and got 3 wishes. His first 2 wishes were fine but then he wished for something from his backstop to never happened which had sent him down this path to begin with so he started to fade away, but we were in hell and a devil saw this and made a bargain with him to save him if he sold his soul, to which he agreed, and he multiclassed into warlock
I'll never forget the first time a wizard I'm my campaign used animate objects on the case holding magic items in a shop and they caused an entire city wide fight
Confusion is a great one. Targets wisdom and creatures immune to charm effects are not protected from this spell. If anything gets hit with this spell is totally screwed. This spell is good for in combat and out of combat. You want to turn a group of enemies against one another use confusion. This spell can be down right evil in the hands of even a newbie. This is like the spell in Skyrim that will cause a town to murder one another.
Temporal Shunt is pretty great as an alternative to Counterspell. If they fail their save, even if they are casting a 9th level spell, they lose the spell slot and the spell.
@@aetherwolf9288 well then, if your DM allows you to use it, just like you might have to discuss some other spells on this list with them, then it’s a pretty good spell option to use.
I’ve played a Loxodon bard for two years, and shortly before our campaigns end I’ve been back and forth on whether I wanted to pick up Leomunds Tiny Hut or Hypnotic Pattern.
the lowly Shield and silvery barb spells are ludicrously good for lvl 1. Also conjure animals (velociraptors) is very powerful. Forcecage too. Clone makes you immortal. Fireball and Polymorph aren't as good as these, esp since they drop off in use at higher levels.
Shield is only good as long as your DM works with little homebrew and roles openly Silvery barbs can be countered by a hit and run tactic. Forcecage only solves a problem temporarily. Clone has 0 effects during a campaign and is mostly a DM spell for their villains. Fireball is the best blast spell there is and Polymorph is busted as you can suffocate the bbeg by turning them into an Orca (also great for meat shielding your party for a turn or two).
@@aetherwolf9288 They still are not as good at higher levels. BBEGs at high levels mostly have great con saves/leg resists so polymorph has a low success chance, plus all you need is a minion to do damage to it and negate the spell, and an 8d6 fireball vs high lvl opponents is suboptimal. Not take away their power - fireball and polymorph are still some of the best choices for levels 5-12, they just drop off at higher levels. Silvery barbs' main effect is to force a reroll, not the redirect, so hit and run does nothing to mitigate this main effect, - its main use is to negate crits. For shield, I don't know nor play with any GM that hides rolls anyway, that's so 1970's. Every optimiser picks shield as a spell, so most have my same experience in that regard. Clone isn't used by players but it's still a potent spell, and the title of this video is 'Top 10 Most Powerful Spells in DnD 5e' not 'Top 10 Most Powerful Spells in DnD 5e used by players' Forcecage lets you kill powerful enemies one by one, divide and conquer and has no save and also can hinder teleporting out. BIS for level 7 spell, just a more powerful version of wall of force.
@@krischan67 that’s true, but that is recharge dependent and trivializes the encounter. You can also microwave it and leave. Being non-concentration makes it very strong.
Movements creature speed sent me haha Edit: not being mean I couldn't present all this information this concisely in my dreams. Its like an Easter egg!
Love your vidoes, they provide lots of inspiration. Speaking of, some ideas I had for possible vides you could do are "Top 10 Best/Worst pets you can 'give' to your party" as I'm sure many of us are familiar with the party wanting to befriend and train a random monster they meet to be their pet, like a Nothic...
25:00 Not really. A free worded wish can only do thing appropriate for a 9th level spell. You can ask for more but overreaching increades the chances of a missfire.
I’ve found that Fear can be insanely powerful. Scenario 1: combat outdoors on a plain. If you land the spell, there’s no repeat save, and they’re likely going to see you for the entirety of the spell’s duration, so they use their actions the entire time to run. Even when you eventually end the spell, they still need to use all those additional rounds to run back, if they even want to at that point. Scenario 2: enclosed space. If you can position so that approaching any of the doors entails getting closer to you, they only regain control of their actions after reaching the walls. Even then though, they’re still suffering from the frightened condition and rolling attacks with disadvantage. The downside, of course, is that the spell does rely upon the frightened condition. In addition, you want to make sure you know where your enemies will be running. Sending them straight to reinforcements can be a bit awkward.
@@aetherwolf9288 absolutely, although given how cheap they are, I’d be shocked at any caster that doesn’t maintain a backup component pouch for just such occasions.
@@jb123581 still blocks your action to get it out. Either way it is wasting a hole turn without a save which is great. Also gets around counterspell for the rest of the turn.
Darkness is my favorite spell to use, in conjunction with faerie fire. Makes any indoor encounter almost hilariously easy. Slap it on a fighter and while they fumble around in the dark I'm wrecking with booming blade ❤ Drow EK fighter is my favorite class of all time
Clone. When your Wizard wants to achieve immortality without becoming undead. Made even easier with the Wish spell, you create a copy of your physical form at the point of time you cast the spell at. If you die in any way (including old age), your soul will transfer to the new body in where you can just do it again. Again, quite literally extra lives for a spell caster.
Vitriolic sphere does 25 avg dmg without the secondary dmg. It's way better than fireball, and it's 4th lvl. Don't have to go up to 7th lvl spells. There are other spells better than fireball for sustained dmg between 4th and 6th lvl. Fireball does *just* that, damage! Other spells ( like most of the sphere spells ) can easily out damage it and do other stuff as well.
Vitriolic Sphere deals an average of 25dmg upfront and 12.5 at the end of the enemy's next turn, for a total of 37.5 dmg but it gives time for the enemy to have another action. Fireball cast at 4th level deals an average of 31.5 dmg upfront. If the enemy succeeds the save, vitriolic sphere deals an average of 12.5 dmg, while the 4th lvl fireball deals 15.75 avg dmg. When you take saves into account, Vitriolic Sphere deals 2.75 avg damage higher than fireball, and unlike fireball, vitriolic sphere doesn't have an option to be cast at level 3, and it gives the enemy a whole turn before it deals it's full damage, time that the enemy has to do stuff while a fireball might've killed them otherwise. Fireball is also available 2 levels before vitriolic sphere, and it's especially strong against enemies at this tier of play. And even though the damage is quite comparable, I consider it a waste to use AoE damage with a 4th level spell slot. I'd much rather cast fireball at 3rd level and use my 4th level slot on spells like polymorph, banishment, wall of fire, sickening radiance, etc... So yeah... I'll pick fireball over Vitriolic Sphere any day.
@@davidwilfand916 Conjure animal can only deal none magical piercing/slashing/bludgeoning damage so it is a meatshield spell at best at later lvls. Spirit guardian makes you the target of the enemy so you better be prepared (clerics [beside Twilight and Peace]cannot really protect their concentration on their own [no barbs, shield or similar things]). So the potential damage is around equal as fireball
@@aetherwolf9288 That’s why in optimizing circles Clerics take 1 level of sorcerer to get the trinity of reaction spells. But the great thing about spirit guardians is that you also half the enemies movement + telekinetic can cause it to proc on your turn as well. You should always take warcaster, resilient con and dodge. Conjure animals definitely falls off on non-shepherd druids but it can still make mincemeat of any minions and provide a meat shield or flying mounts for the party.
@@davidwilfand916 If you take multiclassing into account any spell is equally powerful in comparison to other spells of its lvl (except some outliers like true strike and Dm spells) this discussion alone proves my point. But thx anyway for pointing this with spirit guardian out. Forgot about it a hot second. Have a nice day AEther
The Psychic Lance wouldn't be able to pass through the Wall of Force if you trapped the creature inside a closed dome or a closed box. The way I think it's interpreted is that the lance could simply heat seek creatures from around the corner. Plus, you'd have to know the creature's name to do it that way, but that doesn't mean that the lance could penetrate the wall of force since nothing can physically pass through it, and the spell creates a lance that shoots out of your forehead, which is a physical - yet magical projectile. You could craft an open-top box for those purposes to trap small creatures inside and use the lance, since it would have a pathway in the walls from above the target creature, but it can't just penetrate the wall. The only spell that I know of atm in 5e RAW that would work inside total cover like that is Sacred Flame since the Wall of Force is transparent and you can see the target, and Sacred Flame prevents cover from being applied. This was also confirmed in the January 19, 2017 podcast by Jeremy Crawford.
Now if you want to get technical, and I do, I’d say animate objects RAW counts for pincer. You have a hostile creature that does melee attacks on one side and a PC on the other. Unless the spell specifically says it doesn’t idk top of my head. But if it does then you could pair this with every melee player in your party, and if you made say, a sharpshooter rogue, you could easily have advantage on whatever enemy they want to attack for massive damage
Animate Objects is underated for his utility, almost nothing will stop your party. Animating Bolders, Statues, Silver Coins(some enemies are week to silver), stealing things (since the object will float), no door will stop you, even castle doors. A lot gained from criativity.
You are waisting a 5th lvl spell slot for something knock and the elemental cantrips can provide. In combat it can be strong against a single enemy which isn’t resistance/immune to none magical piercing/slashing/bludgeoning damage without a good AoE. So it is niche at best. But a very powerful niche so it is still good dont get me wrong.
Honestly with what limitations that Simulacrum has it’s more cost effective to just summon a new one when its health gets low instead of spending so much gold per hit point. And if the copy was of a spellcaster (which it usually is more often than not) then you would need to summon a new one anyway when it runs out of spell slots.
Rules As Written, RAW. If your DM is so concerned with martial balance that he is removing spells from your campaign, you need a new DM. If a six player third level party can take on thirty kobolds without a player death, good for them!
Whenever I think of wish I just think of wish-casting because not only is the whole reality warping aspect of using wish regularly just so broken it can tear campaigns to shreds but being able to have any 8th level or lower spell whenever you want is really nice especially on Sorcerers and other classes that can get Wish through subclasses or other features. Versatility is why spells are king to me and Wishcasting is just that.
The dms don't ban the most powerful option on the list: Fey Shadows... strength drain is really strong and there's no immunity to it, not even undead are immune to it.
Wish allows for you to cast any spell under 7th without the 33% chance of becoming unable to cast wish without spell components. Simulacrum is 7th level. So cast until your heart's content.
Hear me out here 2 druid/barbarian multiclasses and 2 sorcerers Bruids rage then shapeshift then one sorcerer casts twin polymorph and the other twins haste
Cast wish to replicate Simulacrum for free. Have your simulacrum cast wish and wish for what you originally wanted. If it fails, just cast wish to replicate another simulacrum, repeat until you get everything you ever wished for. If the simulacrum fails, it would lose the ability to cast wish again, not you.
Is there a publicly available version of the spell cards from XGtE and such? I followed the link and only the PHB ones were there but you have XGtE spells and such. Are the others released somewhere as I can't find them in that thread. I see there's a template to make your own but I don't have Photoshop (and Krita won't cut it this time) and I can't rationalize paying for PS just to make myself some spell cards for my character
I cast reduce on my brace of daggers and animate them, now i have 20 tiny daggers instead of 10 small ones, do they still only do 1d4 each? Or they do the daggers base damage? What if i am fig2, and use action surge to cast reduce and animate in 1 turn? The daggers now 20 of them become small again fo either 20d6 or daggers damage? What are weaoons sizes? Since they are wielded commonly? Are they small? Tiny? If I cast enlarge can i get 20d12?
how do i have acess to the sigils on the left of the name of the spell ? really wanted to do some stuff with them but i cant get a place where they are "exposed"
Lets get over the spells one by one to balance them: 1. Fireball: I find it is pretty hard to use in urbane environment. Yeah you may kill the evil wizard but you also destroyed the townhall leaving huge damage for the town. You are viable for the damage 100%. 2. Animate Object: This spell has great potential damage wise. It is also less destructive than fireball. So how is this spell worse you may ask. First the at the lvl you get this spell you are more than likely to run into creatures with good AoE and movement options. Also they have most likely some sort of resistance to non magical damage. On top on that you are most certainly run into smart enemies so be prepared that the holder of concentration gets focused by everything the bbeg has. Alternative a auto damage effect like cloud of dagger should be fine against those flying inconveniences. 3. Banishment: Depends on the enemy but banishment might hinder your plays if you are fighting any villain with teleport/dimension magic as you create a nice get away room for the villain. Also a buff up zone so you don’t want them banished for to long. So you don’t want them banished at the end or the middle of the combat. Also this spell targets, so it can fizzle when the enemy has some illusion magic at hand. There is also the opportunity to blind the caster first. So this spell is fine and more like maxx c in yugioh as a card/spell you should be aware but is easily countered if you are aware of it. Edit: Forgot about the incapacitated condition. Still I think it is fine as you make yourself a target due to concentration. But if this isn’t enough remove the condition and it should be totally chill. 4. Wall of force: Now we are talking. This spell is absurde as it is the easiest way to save your party or to microwave your opponent via sickening radiance. If you want to balance this spell without changing it you need to equip your monsters with at will teleport or counterspell so they have a chance against the party. Or you can start using the spell against the party by designing an encounter where you use wall of force with limited magic immunity up to 5th lvl and let the enemy use it as a tiny hut on command. If you wanna change it you can give the wall hitpoints and repelling effect by damaging the enemies when they attack it. Treat it as an object with the usual resistances and immunities and slap an additional force damage immunity on top of it. Then give it 80 base hitpoints (or each panel you create having hitpoints divided by the number of panels created by the spell), dealing 1d4 + casting modifier damage to attackers. Upcasting adds 10 hp and one additional dice (those stats are on the fly and require adjustments but I think its a good start). 5. Leomunds tiny hut: This spell is the reason why you cannot give your party a spell storing ring. So either you modify the spell storing ring so it cannot be used to store spells with a casting time any other than a action bonus action or reaction or you alter the tiny hut spell so that it ends if the rest is interrupted (like starting combat). There are still problems with the spell so if you really want to you can simply attack the party whenever they cast this spell inside a dungeon or deny the casting in the first place. 6. Hypnotic Pattern: Most high lvl enemies are immune to the spell. So I don’t see a problem with this spell. But its counterpart fear might be a bigger problem as monster drop their weapons regardless of any save. But at this point it should be fine if the enchantment wizard has something to do. I still see no problem in this spell. 7. Polymorph: This spell is the reason why there are legendary resistances and any other applications from any other video game just don’t work. So by making the savingthrow repeatable and the target gets to keep their modifiers (only replace them whichever is higher) should do the trick. 8. Conjure Woodland beings: Just remove Pixies or make the Pixies under your control. Just because they are obey your command doesn’t mean they cannot screw up the players. For example nowhere is stated that they start to twist your words or be friendly to the enemy. Against the wrong opponent you just summon eight additional enemies while wasting a 4th lvl slot and concentration. 9. Simulacrum: Just limit the simulacrum to one per player character and that simulacrum cannot have simulacrums and adapt the challenge. Alternatively use Conjure woodland beings and dispel the simulacrum. 10. Wish: No is always an option. Also it is designed to be powerful so Im not fixing it. As for guidelines to this spell: Use DnD lore to limit this as there are 10-12th lvl magic that cannot be cast in 5e (unless you upuse the deck of many things or a sphinx to travel back in time). So it should be fine. Just remember that each change should be discussed with your players first. Thanks for reading this comment. Have a nice day AEther
Wish, Simulacrum, Conjure Woodland Beings... all deserve to be on the list. But you definitely missed what might be the 2nd most powerful spell in the entire game... Mirage Arcane According to Jeremy Crawford, a creature can drown in an illusionary lake created by it... a creature could fall off a cliff and die created by it... a creature could become submerged in lava and take full damage created by it. Now factor that it is 1 mile by 1 mile. 5,280 ft by 5,280 ft. That is 1,056 creatures wide and 1,056 creatures deep. Potentially, that is a total of 1,115,136 creatures this spell can affect the instant it is finished being cast. Using lava damage (18d10 per creature for an average of 99 damage) that means one could, in a single turn, cause 110,398,464 fire damage. Yes, this requires a bit of set-up... not to mention that number of creatures. But it is possible. I speak from experience that it's a great "campaign ender" when taking on a literal undead army advancing on your home town. 😂
Mirage Arcane is phenomenal. But he also missed spirit guardians, conjure animals, forcecage, pass without trace. All of them are better than fireball, banishment and animate objects.
What would be your top 10? Becuase Simulacrum, wall of force, hypnotic pattern, polymorph and conjure woodland beings are phenomenal. Would add pass without trace, spirit guardians, conjure animals, forcecage, shield, silvery barbs, web, true polymorph. Not sure about the order of these 14 though.
Words mean things. You can not cast silulacrum more than once. Words mean things. You can not have more than one copy of you. It's simple. And you break the game for no reason. Words mean things.
The simulacrum cannot restore its spell slots by resting (it isn't mentioned on the spell card, but the PHB says it), so endless castings of another simulacrum and wish aren't possible. However, a 17th level wizard or sorcerer could cast simulacrum normally and have the simulacrum cast a wish that has the risk of being wiped permanently. That affects just the simulacrum, so you have a wish with no risk of losing the spell yourself for just 1500 gold pieces per casting. That's still too much cheese to allow it, so the nerfing of the Adventurer's League appears reasonable. Clone is also a very powerful spell. With rules as written, it grants immortality, as you can choose the age of the clone and then switch to it. However, as a DM I would rule that your lifespan cannot be increased beyond what it would be when aging normally, just like a level 20 druid won't live forever, even though he stops aging. After all, why would any wizard choose to become a lich if he could achieve something much better with clone? Being young for all of your life is still very desirable. I'm also missing forcecage. There is no saving throw agaist being trapped and teleporting out needs a successful save in order to succeed. Many spells become much more powerful if cast by a sorcerer and enhanced with metamagic, like heighten spell on spells of the "save or fail" kind (e.g. banishment) or transmuted spell on spells like fireball, in case of fire resistant/immune enemies.
@@BigBrain05 That's not it at all, constructs simply can't cast wish. There is a reason they do not gain their spell slots back, and that is because they are not true living things. There is no reason for a god to grant the wish of something that has no will of it's own
@@BigBrain05 oh I misunderstood, sorry. Yeah that's a great idea. I do hate the existence of simulacrum, but everything at that level is kind of busted I guess lol
You missed the potential of Wish on a Sorcerer. Using Wish to twin Simulacrum can be ugly also. One of the campaigns I'm in we had a Deck of Many Things so I got the 4thLvl fighter and our GM allows it to level like a regular PC since more than one of us got access to the deck. So I twin Simulacrum on me and my fighter (sentential pole arm master Eldridge Knight) so I gear the sims with non attunement Items and the fighters play zone defense while the casters play artillery. I have a few HB magic toys so they give me a few more options than the normal Sorcerer. I also have enough toys to get to a DC 26 and a +23 spell attack and we are taking this campaign to epic level so we have a ways to go even though we are lvl 18.
I am done with D&D with the crazy woke idea of elimination of the multi race issues now. My best to you all just hate watching a game like this self-destruct.
They didn't eliminate half- races. They deleted half- races as default/basic races, so you can create your own custom lineage by picking half-and-half bonuses from your parents (so you can have a half-gnome/half-tiefling and mix and match bonuses and appearance options). The "half- races are kinda racist" was a joke about how all the basic half- races are all half-human. Actually read rather than get triggered by something you think is "woke."
If you want fireball to be even more useful, play an Order of Scribes Wizard and learn spells of different damage types so that you can alter the damage type of Fireball to a more practical damage type.
Sorcerers can do that with metamagic
Bludgeoning (available via Erupting Earth or Tidal Wave) is the strongest option, as statistically speaking Magical Bludgeoning is the least resisted damage type. Which is much better than what Sorcerers have access to with Transmute spell, since Transmute Spell costs a resource and has a limited pool of damage types.
@@kongoaurius Metamagic cost resources
Order of scribes only require if you have said spell on the book(Not prepared, just in the book) and is at the same level as the spell thats casted(Including upcasting)
Order of scribes is the best utility Wizard
tempest cleric multiclass time
@@Azimii Yes but OoS Wizards can do this without spending resources.
I was missing the lower level bread and butter:
-Sleep: end most level 1 combat encounters instantly
-Find familar: the scouting, advantage from help and passive perception of an owl, not to talk about an living trap detector
-Web: very low level shutdown spell with a great condition in a wide area of effect
-Silvery barbs/Shield: I decide I do not die today
How did both you AND the video maker forget about heat metal? Am I going crazy? A spell with basically no way to stop it once it's cast that renders the target's armour or weapon into an object that causes constant damage to them (unless they're immune to fire damage) so long as they're touching it, either causing unavoidable damage with no save or forcing them to choose between having their weapon and not taking passive damage each turn.
@@Xokoy Its great, however only if it has metal armor, which is less than 1/5th of enemy's, and while metal weapons are more common, they can often be dropped, with even bandits and the like having a backup weapon in a ranged option.
In which case dropping concentration means that they can pick it back up, and it prevents less than 1 dpr, and did 2d8 once for a second level slot.
Its good if it works, crazy good, yet it works so rarely that preparing it is often a waste, similarly to protection from good and evil, purify food an drink that kind of thing.
Also I am a wizard main, so I do not think about druid spells that much.
“It reduces a movement’s creature speed to zero..” LOL love ya bro, missed that one in Post huh?? 😂
I think you missed Pass Without Trace. Having your whole party getting a +10 to stealth and getting the whole party surprise round is better than Fireball. So is spirit Guardians.
Spirit guardians is arguably one of the best spells in the game period.
But he's notoriously bad at making lists so, by now people should understand not to take these too seriously
@@randomcatname7792 Holy i forgot Spirit Guardians exist
But yeah screw Banishment when you can just Spirit Guardian or Pass Without Trace
And Fear is underrated
Absolutely. Conjure animals is also a much better spell than fireball. Forcecage is better than banishment and fireball.
@@davidwilfand916 I would argue against that as they are designed to do different things. Banishment has no counter other than the initial save. Forcecage cannot prevent every attempt teleporting out of it.
Fireball is a blast spell designed to kill. Other than forcecage it takes care of a problem for a longer time than it.
@@RenoKyrie Fear is literally the only spell of the enchantment school that has an impact on charmed/fear immune creatures. And via fey wanderer it is part of the fear relock combo as presented by trentmonktemple
Thanks for teaching me the ropes. As a DnD Newbie I had some trouble learning it all, your videos teach me the ropes slowly but surely
It's a great channel, but don't take the lists to seriously. This one is including fireball and banishment which are not close to the Top 10.
@@davidwilfand916 banishment is a staple. Fireball I would replace with rope trick and animate object with pass without trace
@@aetherwolf9288 Agree about fireball and animate objects. Rope trick and Pass without trace are incredible.
Disagree about banishment because of LR. It’s a great spell but not Top 10 in the game
In a campaign, I got the deck of many things, and an ally drew from it and got the moon card and got 3 wishes. His first 2 wishes were fine but then he wished for something from his backstop to never happened which had sent him down this path to begin with so he started to fade away, but we were in hell and a devil saw this and made a bargain with him to save him if he sold his soul, to which he agreed, and he multiclassed into warlock
I'll never forget the first time a wizard I'm my campaign used animate objects on the case holding magic items in a shop and they caused an entire city wide fight
Confusion is a great one. Targets wisdom and creatures immune to charm effects are not protected from this spell. If anything gets hit with this spell is totally screwed. This spell is good for in combat and out of combat. You want to turn a group of enemies against one another use confusion. This spell can be down right evil in the hands of even a newbie. This is like the spell in Skyrim that will cause a town to murder one another.
Temporal Shunt is pretty great as an alternative to Counterspell. If they fail their save, even if they are casting a 9th level spell, they lose the spell slot and the spell.
Dunamancy isn’t RAW it is setting specific from CR.
@@aetherwolf9288 well then, if your DM allows you to use it, just like you might have to discuss some other spells on this list with them, then it’s a pretty good spell option to use.
I’ve played a Loxodon bard for two years, and shortly before our campaigns end I’ve been back and forth on whether I wanted to pick up Leomunds Tiny Hut or Hypnotic Pattern.
the lowly Shield and silvery barb spells are ludicrously good for lvl 1. Also conjure animals (velociraptors) is very powerful. Forcecage too. Clone makes you immortal. Fireball and Polymorph aren't as good as these, esp since they drop off in use at higher levels.
Shield is only good as long as your DM works with little homebrew and roles openly
Silvery barbs can be countered by a hit and run tactic.
Forcecage only solves a problem temporarily.
Clone has 0 effects during a campaign and is mostly a DM spell for their villains.
Fireball is the best blast spell there is and Polymorph is busted as you can suffocate the bbeg by turning them into an Orca (also great for meat shielding your party for a turn or two).
@@aetherwolf9288 They still are not as good at higher levels. BBEGs at high levels mostly have great con saves/leg resists so polymorph has a low success chance, plus all you need is a minion to do damage to it and negate the spell, and an 8d6 fireball vs high lvl opponents is suboptimal. Not take away their power - fireball and polymorph are still some of the best choices for levels 5-12, they just drop off at higher levels.
Silvery barbs' main effect is to force a reroll, not the redirect, so hit and run does nothing to mitigate this main effect, - its main use is to negate crits.
For shield, I don't know nor play with any GM that hides rolls anyway, that's so 1970's. Every optimiser picks shield as a spell, so most have my same experience in that regard.
Clone isn't used by players but it's still a potent spell, and the title of this video is 'Top 10 Most Powerful Spells in DnD 5e' not 'Top 10 Most Powerful Spells in DnD 5e used by players'
Forcecage lets you kill powerful enemies one by one, divide and conquer and has no save and also can hinder teleporting out. BIS for level 7 spell, just a more powerful version of wall of force.
Forcecage! We miss the Red Greatwyrm nullifier itself!
Forcecage only works on creatures that are fully within it at the time of its casting and all but the smallest dragons are usually bigger than that.
@@krischan67 Raw every huge creature can fit inside. I agree that it shouldn't work like that, but it does.
@@davidwilfand916 OK, a cage is 20'x20', so it can accomodate one, but a dragon can breathe through the bars.
@@krischan67 that’s true, but that is recharge dependent and trivializes the encounter. You can also microwave it and leave. Being non-concentration makes it very strong.
@@krischan67 Also, breath attacks are out ranged by arrows and most cantrips. Even with disadvantage, 600 attacks will kill it.
Vid idea: top 10 creative ways to USE the wish spell.
Movements creature speed sent me haha
Edit: not being mean I couldn't present all this information this concisely in my dreams. Its like an Easter egg!
Love your vidoes, they provide lots of inspiration. Speaking of, some ideas I had for possible vides you could do are "Top 10 Best/Worst pets you can 'give' to your party" as I'm sure many of us are familiar with the party wanting to befriend and train a random monster they meet to be their pet, like a Nothic...
14:08 the movements creature speed. Nothing against you btw amazing video for sure. Just found it funny😂
25:00 Not really. A free worded wish can only do thing appropriate for a 9th level spell. You can ask for more but overreaching increades the chances of a missfire.
I’ve found that Fear can be insanely powerful.
Scenario 1: combat outdoors on a plain. If you land the spell, there’s no repeat save, and they’re likely going to see you for the entirety of the spell’s duration, so they use their actions the entire time to run. Even when you eventually end the spell, they still need to use all those additional rounds to run back, if they even want to at that point.
Scenario 2: enclosed space. If you can position so that approaching any of the doors entails getting closer to you, they only regain control of their actions after reaching the walls. Even then though, they’re still suffering from the frightened condition and rolling attacks with disadvantage.
The downside, of course, is that the spell does rely upon the frightened condition. In addition, you want to make sure you know where your enemies will be running. Sending them straight to reinforcements can be a bit awkward.
Making any enemy drop their weapon is also strong on its own (applies to arcane focus to so goodbye casters)
@@aetherwolf9288 absolutely, although given how cheap they are, I’d be shocked at any caster that doesn’t maintain a backup component pouch for just such occasions.
@@jb123581 still blocks your action to get it out. Either way it is wasting a hole turn without a save which is great. Also gets around counterspell for the rest of the turn.
Darkness is my favorite spell to use, in conjunction with faerie fire. Makes any indoor encounter almost hilariously easy. Slap it on a fighter and while they fumble around in the dark I'm wrecking with booming blade ❤ Drow EK fighter is my favorite class of all time
Man, Bless is sooooo good. Surprised it isn’t on the list!
I feel like Banishment is a bit overrated
Meanwhile Pass Without Trace exist
Also Fear should be tied with Hypnotic
Clone. When your Wizard wants to achieve immortality without becoming undead. Made even easier with the Wish spell, you create a copy of your physical form at the point of time you cast the spell at. If you die in any way (including old age), your soul will transfer to the new body in where you can just do it again.
Again, quite literally extra lives for a spell caster.
Vitriolic sphere does 25 avg dmg without the secondary dmg. It's way better than fireball, and it's 4th lvl. Don't have to go up to 7th lvl spells. There are other spells better than fireball for sustained dmg between 4th and 6th lvl. Fireball does *just* that, damage! Other spells ( like most of the sphere spells ) can easily out damage it and do other stuff as well.
Vitriolic Sphere deals an average of 25dmg upfront and 12.5 at the end of the enemy's next turn, for a total of 37.5 dmg but it gives time for the enemy to have another action. Fireball cast at 4th level deals an average of 31.5 dmg upfront. If the enemy succeeds the save, vitriolic sphere deals an average of 12.5 dmg, while the 4th lvl fireball deals 15.75 avg dmg.
When you take saves into account, Vitriolic Sphere deals 2.75 avg damage higher than fireball, and unlike fireball, vitriolic sphere doesn't have an option to be cast at level 3, and it gives the enemy a whole turn before it deals it's full damage, time that the enemy has to do stuff while a fireball might've killed them otherwise.
Fireball is also available 2 levels before vitriolic sphere, and it's especially strong against enemies at this tier of play.
And even though the damage is quite comparable, I consider it a waste to use AoE damage with a 4th level spell slot. I'd much rather cast fireball at 3rd level and use my 4th level slot on spells like polymorph, banishment, wall of fire, sickening radiance, etc...
So yeah... I'll pick fireball over Vitriolic Sphere any day.
Vitriolic Sphere is generally worse than fireball but spirit guardians and conjure animals are much better damage spells.
@@davidwilfand916 Conjure animal can only deal none magical piercing/slashing/bludgeoning damage so it is a meatshield spell at best at later lvls.
Spirit guardian makes you the target of the enemy so you better be prepared (clerics [beside Twilight and Peace]cannot really protect their concentration on their own [no barbs, shield or similar things]). So the potential damage is around equal as fireball
@@aetherwolf9288 That’s why in optimizing circles Clerics take 1 level of sorcerer to get the trinity of reaction spells. But the great thing about spirit guardians is that you also half the enemies movement + telekinetic can cause it to proc on your turn as well. You should always take warcaster, resilient con and dodge.
Conjure animals definitely falls off on non-shepherd druids but it can still make mincemeat of any minions and provide a meat shield or flying mounts for the party.
@@davidwilfand916 If you take multiclassing into account any spell is equally powerful in comparison to other spells of its lvl (except some outliers like true strike and Dm spells) this discussion alone proves my point.
But thx anyway for pointing this with spirit guardian out. Forgot about it a hot second.
Have a nice day
AEther
Just remember silvered adamantine cutlery for animate objects ;) cuts the list of resistant monsters a lot
The Psychic Lance wouldn't be able to pass through the Wall of Force if you trapped the creature inside a closed dome or a closed box. The way I think it's interpreted is that the lance could simply heat seek creatures from around the corner. Plus, you'd have to know the creature's name to do it that way, but that doesn't mean that the lance could penetrate the wall of force since nothing can physically pass through it, and the spell creates a lance that shoots out of your forehead, which is a physical - yet magical projectile. You could craft an open-top box for those purposes to trap small creatures inside and use the lance, since it would have a pathway in the walls from above the target creature, but it can't just penetrate the wall. The only spell that I know of atm in 5e RAW that would work inside total cover like that is Sacred Flame since the Wall of Force is transparent and you can see the target, and Sacred Flame prevents cover from being applied. This was also confirmed in the January 19, 2017 podcast by Jeremy Crawford.
Now if you want to get technical, and I do, I’d say animate objects RAW counts for pincer. You have a hostile creature that does melee attacks on one side and a PC on the other. Unless the spell specifically says it doesn’t idk top of my head. But if it does then you could pair this with every melee player in your party, and if you made say, a sharpshooter rogue, you could easily have advantage on whatever enemy they want to attack for massive damage
I was unaware that hypnotic pattern reduced a movement's creature speed to 0 lol
How is Forcecage not on this list?!
Counterspell I never had a problem with. It just causes pc’s burn through spell slots faster
Animate Objects is underated for his utility, almost nothing will stop your party. Animating Bolders, Statues, Silver Coins(some enemies are week to silver), stealing things (since the object will float), no door will stop you, even castle doors. A lot gained from criativity.
You are waisting a 5th lvl spell slot for something knock and the elemental cantrips can provide.
In combat it can be strong against a single enemy which isn’t resistance/immune to none magical piercing/slashing/bludgeoning damage without a good AoE. So it is niche at best. But a very powerful niche so it is still good dont get me wrong.
Honestly with what limitations that Simulacrum has it’s more cost effective to just summon a new one when its health gets low instead of spending so much gold per hit point. And if the copy was of a spellcaster (which it usually is more often than not) then you would need to summon a new one anyway when it runs out of spell slots.
Mr.Logs have you considered making a best Fighter fighting style video?
Rules As Written, RAW. If your DM is so concerned with martial balance that he is removing spells from your campaign, you need a new DM. If a six player third level party can take on thirty kobolds without a player death, good for them!
Whenever I think of wish I just think of wish-casting because not only is the whole reality warping aspect of using wish regularly just so broken it can tear campaigns to shreds but being able to have any 8th level or lower spell whenever you want is really nice especially on Sorcerers and other classes that can get Wish through subclasses or other features. Versatility is why spells are king to me and Wishcasting is just that.
High level don't target outsiders with banishment, it's for the tanks and glass cannon humanoids, a full minute to clear up and prep for them is HUGE
The dms don't ban the most powerful option on the list: Fey Shadows... strength drain is really strong and there's no immunity to it, not even undead are immune to it.
14.05 "the movements creature speed" 😅
Wish allows for you to cast any spell under 7th without the 33% chance of becoming unable to cast wish without spell components. Simulacrum is 7th level. So cast until your heart's content.
A dragons breath weapon and other attacks like it can also pass in a tiny hut
Hear me out here
2 druid/barbarian multiclasses and 2 sorcerers
Bruids rage then shapeshift then one sorcerer casts twin polymorph and the other twins haste
The narrator sounds so much like a wow channel I watched forever. ❤️
if it is hirumared then you are right, because it is the same person
The guy is the same he does this for yugioh to
No eldritch BLA?
Top 10 spell differences from Warcraft to DnD. (Such as Lay on Hands)
Cast wish to replicate Simulacrum for free. Have your simulacrum cast wish and wish for what you originally wanted. If it fails, just cast wish to replicate another simulacrum, repeat until you get everything you ever wished for. If the simulacrum fails, it would lose the ability to cast wish again, not you.
I wish people would stop comparing fireball and tidal wave. They are not comparable. Tidal wave and lightning bolt is a more fair comparison.
Forgive me if this has been mentioned, but technically Cone of Cold does one more average hit point of damage than a 5th level fireball. 🤷♂️
Banishment shouldn’t be considered lower on the list because targeting other planer creatures is hard. It’s great to banish giants and constructs ect
20:45 I solved it by having summoned creatures not being able to concentrate on things.
Even without pixies, conjure woodland beings is still good
yo at 14:03 / 27:35 in the vid you say that hypnotic pattern reduces a movements creature speed
Is there a publicly available version of the spell cards from XGtE and such? I followed the link and only the PHB ones were there but you have XGtE spells and such. Are the others released somewhere as I can't find them in that thread. I see there's a template to make your own but I don't have Photoshop (and Krita won't cut it this time) and I can't rationalize paying for PS just to make myself some spell cards for my character
I cast reduce on my brace of daggers and animate them, now i have 20 tiny daggers instead of 10 small ones, do they still only do 1d4 each? Or they do the daggers base damage? What if i am fig2, and use action surge to cast reduce and animate in 1 turn? The daggers now 20 of them become small again fo either 20d6 or daggers damage? What are weaoons sizes? Since they are wielded commonly? Are they small? Tiny? If I cast enlarge can i get 20d12?
how do i have acess to the sigils on the left of the name of the spell ?
really wanted to do some stuff with them but i cant get a place where they are "exposed"
Heard you can't twin polymorph OR haste anymore
You could also wish to become a shape-shifting demigod 😅😅😅
Lets get over the spells one by one to balance them:
1. Fireball: I find it is pretty hard to use in urbane environment. Yeah you may kill the evil wizard but you also destroyed the townhall leaving huge damage for the town. You are viable for the damage 100%.
2. Animate Object: This spell has great potential damage wise. It is also less destructive than fireball. So how is this spell worse you may ask. First the at the lvl you get this spell you are more than likely to run into creatures with good AoE and movement options. Also they have most likely some sort of resistance to non magical damage. On top on that you are most certainly run into smart enemies so be prepared that the holder of concentration gets focused by everything the bbeg has. Alternative a auto damage effect like cloud of dagger should be fine against those flying inconveniences.
3. Banishment: Depends on the enemy but banishment might hinder your plays if you are fighting any villain with teleport/dimension magic as you create a nice get away room for the villain. Also a buff up zone so you don’t want them banished for to long. So you don’t want them banished at the end or the middle of the combat. Also this spell targets, so it can fizzle when the enemy has some illusion magic at hand. There is also the opportunity to blind the caster first. So this spell is fine and more like maxx c in yugioh as a card/spell you should be aware but is easily countered if you are aware of it.
Edit: Forgot about the incapacitated condition. Still I think it is fine as you make yourself a target due to concentration. But if this isn’t enough remove the condition and it should be totally chill.
4. Wall of force: Now we are talking. This spell is absurde as it is the easiest way to save your party or to microwave your opponent via sickening radiance. If you want to balance this spell without changing it you need to equip your monsters with at will teleport or counterspell so they have a chance against the party. Or you can start using the spell against the party by designing an encounter where you use wall of force with limited magic immunity up to 5th lvl and let the enemy use it as a tiny hut on command. If you wanna change it you can give the wall hitpoints and repelling effect by damaging the enemies when they attack it. Treat it as an object with the usual resistances and immunities and slap an additional force damage immunity on top of it. Then give it 80 base hitpoints (or each panel you create having hitpoints divided by the number of panels created by the spell), dealing 1d4 + casting modifier damage to attackers. Upcasting adds 10 hp and one additional dice (those stats are on the fly and require adjustments but I think its a good start).
5. Leomunds tiny hut: This spell is the reason why you cannot give your party a spell storing ring. So either you modify the spell storing ring so it cannot be used to store spells with a casting time any other than a action bonus action or reaction or you alter the tiny hut spell so that it ends if the rest is interrupted (like starting combat). There are still problems with the spell so if you really want to you can simply attack the party whenever they cast this spell inside a dungeon or deny the casting in the first place.
6. Hypnotic Pattern: Most high lvl enemies are immune to the spell. So I don’t see a problem with this spell. But its counterpart fear might be a bigger problem as monster drop their weapons regardless of any save. But at this point it should be fine if the enchantment wizard has something to do. I still see no problem in this spell.
7. Polymorph: This spell is the reason why there are legendary resistances and any other applications from any other video game just don’t work. So by making the savingthrow repeatable and the target gets to keep their modifiers (only replace them whichever is higher) should do the trick.
8. Conjure Woodland beings: Just remove Pixies or make the Pixies under your control. Just because they are obey your command doesn’t mean they cannot screw up the players. For example nowhere is stated that they start to twist your words or be friendly to the enemy. Against the wrong opponent you just summon eight additional enemies while wasting a 4th lvl slot and concentration.
9. Simulacrum: Just limit the simulacrum to one per player character and that simulacrum cannot have simulacrums and adapt the challenge. Alternatively use Conjure woodland beings and dispel the simulacrum.
10. Wish: No is always an option. Also it is designed to be powerful so Im not fixing it. As for guidelines to this spell: Use DnD lore to limit this as there are 10-12th lvl magic that cannot be cast in 5e (unless you upuse the deck of many things or a sphinx to travel back in time). So it should be fine.
Just remember that each change should be discussed with your players first.
Thanks for reading this comment.
Have a nice day
AEther
Wish : hello there
Mold Earth is my favorite spell. Fight me.
I have high blood pressure, or I would.
Wish, Simulacrum, Conjure Woodland Beings... all deserve to be on the list. But you definitely missed what might be the 2nd most powerful spell in the entire game...
Mirage Arcane
According to Jeremy Crawford, a creature can drown in an illusionary lake created by it... a creature could fall off a cliff and die created by it... a creature could become submerged in lava and take full damage created by it.
Now factor that it is 1 mile by 1 mile.
5,280 ft by 5,280 ft.
That is 1,056 creatures wide and 1,056 creatures deep.
Potentially, that is a total of 1,115,136 creatures this spell can affect the instant it is finished being cast.
Using lava damage (18d10 per creature for an average of 99 damage) that means one could, in a single turn, cause 110,398,464 fire damage. Yes, this requires a bit of set-up... not to mention that number of creatures. But it is possible.
I speak from experience that it's a great "campaign ender" when taking on a literal undead army advancing on your home town. 😂
Mirage Arcane is phenomenal. But he also missed spirit guardians, conjure animals, forcecage, pass without trace. All of them are better than fireball, banishment and animate objects.
I think Silvery Barbs takes easily the 11th place.
Simulacrum, then true polymorph it in a dragon.
Next up top ten thunder damage pls
can one wish to master all the classes? (have all class perks?)
If you transform your Simulacrum into something worth more than 1500 GP, you would make the most rentable buisness of the history.
I love animate objects
Wish is like the only valid one here tbh
What would be your top 10? Becuase Simulacrum, wall of force, hypnotic pattern, polymorph and conjure woodland beings are phenomenal. Would add pass without trace, spirit guardians, conjure animals, forcecage, shield, silvery barbs, web, true polymorph. Not sure about the order of these 14 though.
Snap back to reality
I cast Reverse Gravity
Words mean things. You can not cast silulacrum more than once. Words mean things. You can not have more than one copy of you. It's simple. And you break the game for no reason. Words mean things.
I wish nothing but Natural 1s to the guy that came up with Tiny Hut. Hate that thing.
My man thinks the letter G is pronounced like X
The simulacrum cannot restore its spell slots by resting (it isn't mentioned on the spell card, but the PHB says it), so endless castings of another simulacrum and wish aren't possible. However, a 17th level wizard or sorcerer could cast simulacrum normally and have the simulacrum cast a wish that has the risk of being wiped permanently. That affects just the simulacrum, so you have a wish with no risk of losing the spell yourself for just 1500 gold pieces per casting. That's still too much cheese to allow it, so the nerfing of the Adventurer's League appears reasonable.
Clone is also a very powerful spell. With rules as written, it grants immortality, as you can choose the age of the clone and then switch to it. However, as a DM I would rule that your lifespan cannot be increased beyond what it would be when aging normally, just like a level 20 druid won't live forever, even though he stops aging. After all, why would any wizard choose to become a lich if he could achieve something much better with clone? Being young for all of your life is still very desirable.
I'm also missing forcecage. There is no saving throw agaist being trapped and teleporting out needs a successful save in order to succeed.
Many spells become much more powerful if cast by a sorcerer and enhanced with metamagic, like heighten spell on spells of the "save or fail" kind (e.g. banishment) or transmuted spell on spells like fireball, in case of fire resistant/immune enemies.
Wish suimelacrum is the best way to use Wish not the cheesy way
If you have a lame dm that allows it, yeah it's useful.
But at that point you're doing that, you don't care about the game anyway
@Random Cat Name it seems like you don't like high level dnd.
@@BigBrain05 That's not it at all, constructs simply can't cast wish.
There is a reason they do not gain their spell slots back, and that is because they are not true living things. There is no reason for a god to grant the wish of something that has no will of it's own
@Random Cat Name I am saying use wish to get one simulacrum a day is the best use of wish
@@BigBrain05 oh I misunderstood, sorry.
Yeah that's a great idea.
I do hate the existence of simulacrum, but everything at that level is kind of busted I guess lol
Multi-casting Simulacrum is a perfectly valid play. Inevitables were created for a reason
The spells specifically states if there isn't a copy of you so you cannot make more than one of whatever. Stop cheating. Words mean things.
Why does this guy sound like a similar World of Warcraft content creator?? Hmmm
You missed the potential of Wish on a Sorcerer. Using Wish to twin Simulacrum can be ugly also. One of the campaigns I'm in we had a Deck of Many Things so I got the 4thLvl fighter and our GM allows it to level like a regular PC since more than one of us got access to the deck. So I twin Simulacrum on me and my fighter (sentential pole arm master Eldridge Knight) so I gear the sims with non attunement Items and the fighters play zone defense while the casters play artillery. I have a few HB magic toys so they give me a few more options than the normal Sorcerer. I also have enough toys to get to a DC 26 and a +23 spell attack and we are taking this campaign to epic level so we have a ways to go even though we are lvl 18.
Gravity Sinkhole
🆗️🎁
No Mass Suggestion? No Shield? No Silvery Barbs? No Vortex Warp? No Force Cage? Talk about click bait..
Bro this is just his own opinion, chill lol
I am done with D&D with the crazy woke idea of elimination of the multi race issues now. My best to you all just hate watching a game like this self-destruct.
lol. What a snowflake.
People still play 1st edition D&D. Go with the version you like best. Wotc can make new rules, they can't destroy your game. Cheers.
They didn't eliminate half- races. They deleted half- races as default/basic races, so you can create your own custom lineage by picking half-and-half bonuses from your parents (so you can have a half-gnome/half-tiefling and mix and match bonuses and appearance options). The "half- races are kinda racist" was a joke about how all the basic half- races are all half-human. Actually read rather than get triggered by something you think is "woke."
sir this is a wendy's
You don't have to watch anything. You can just play with your friends...